Though, starting at ~4 XS, explosives that only have a size of 1x1 brick start to look really odd as explosive bullets - more like explosive rods. So at about that size, I must build my explosives 4 times as big (switch to 2x2 brick) to look appropriate. I'd like to defuse this jump a little for my games. Any ideas?

Edit: What's bugging me is not that I got to build huge explosives to get huge explosions but that with the standard rules, one can also build ridiculously small explosives (said "rods") with huge explosions.

In real life, all missiles look like rods no matter how big they get. Bombs sometimes look more like the bullets you're talking about, but not always. Grenades look like pineapples. In BrikWars, "Explosives" can be any one of those things, so all of those looks are completely okay.

Though, starting at ~4 XS, explosives that only have a size of 1x1 brick start to look really odd as explosive bullets - more like explosive rods. So at about that size, I must build my explosives 4 times as big (switch to 2x2 brick) to look appropriate. I'd like to defuse this jump a little for my games. Any ideas?

Edit: What's bugging me is not that I got to build huge explosives to get huge explosions but that with the standard rules, one can also build ridiculously small explosives (said "rods") with huge explosions.

I like this. Once you exceed a square number you should have to increase all dimensions to equal said square before adding weapon size points. This could work for gun-type weapons too.

A side effect is this would encourage more creation contraption weapons (rubber-band powered ballistas for example) because they could fire outside their size limited range while other weapons would have to be built larger and larger for range increases.

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"Each night alone I dream, that I'm a rebel Roller Queen‼I'll be a star that shines, I can make the whole world mine‼"

Actually, manually-fired weapons still have to land shots within their range.

This sounds like too many maths - any rules on aesthetics should really just be personal preferences. If you want a big long quantum death rod to have a 4d10 explosion, just give it the damn explosion.

Im using the 2001 rules for explosions with a little personnal twist:The explosion size is ESx2" (where ES is explosive weapon size and is based on length (respective length for each size) ES 1= 1/2" ES 2=1" ES 3=2" ES 4=4" ES 5=6" ES 6=8") Exemple: the explosives, in the OP, from left to right, would be ES 3, 2, 2, 1 and 2

"Range Limitation: No matter how far the projectile actually flies, only the strikes within the weapon's listed range are counted."

I agree with you that if you make the projectile and the shot lands somewhere, then goddammit that's where it should have landed. I have a feeling that this rule is implemented though because of what Mike knows the NELUG folks would do with a couple rubber bands and infinite range.